I liked the demo overall. I was surprised when I left the hideout and found myself not in the slums xD.

The pickpocket mechanism is awesome! But I had an issue when I was pick-pocketing the old guy and he turned around told me something and Link just froze, he didn´t move, the controls didn´t work... (but that only happened once, then it worked perfectly)

The controls are good, but they could be better, personally. I would change them to:-Arrow keys: walking-A key: first item-B key: Second Item-D key: sword? (The sword could be put on the item slots like in minish cap)-W key: roll (right button for menu like in minish cap)-Q key: (Left button for menu like in minish cap)-X key: start-Z key: select

I have the controls like that in the GBA emulator when playing minish cap and it works really well. But hey, that is just my opinion.

Although, what you could do is let the player change the controls as they like.

- The window is really small- Trying the steal thing, there doesn't seem to be an indication if i stole anything or not, i think i failed stealing from the NPC's as the tutorial party explaining it was a bit confusing for me. I can't seem to steal anything again since i failed i think.- I also got the pickpocket freeze when talking pickpocketing the old guy, he turned around and link froze.

Yeah the controls didn't really work. It's really hard to press D (go right) and C (action button) at the same time. Like Spritonic said, it makes a lot more sense to use the arrow keys. OR if you choose to use WASD controls, then change the action button to be one of the arrow keys.

And when Link walks and starts strafing, he shouldn't change the way he faces. He should always face the same way as the first direction you make him run. And the player should be at the center of the view when possible (the second the player starts moving, the camera should start moving immediately as well).

Noted, controls are gonna take priority over the camera but yea you're right, MC does center the player. I thought it was towards the edges for some reason.

I think you should play MC on an emulator and see how it works, try to replicate the movement of the camera. Also link feels wierd when walking, it needs to be more fluent. I am playing minish cap and the movement of link feels wierd compared to minish cap, have a play on minish cap and then the demo and you will see wha I mean.

I agree with what Tompel had said. The movement seemed slow, but then again that might be due to screen resolution; e.g., in perceiving more of the available space/distance Link occupies, compared to still objects/walls around him he looks like he is moving slow. It was neat seeing tile work in the demo, and I get that a lot of this is to demonstrate functionality - where polish to stuff would come later. Namely, sprite animations and giving Link a shadow under himself so that he looks a lot less floaty.

The view in Minish Cap does center on Link but if you get to the corner of a room it stops that behavior - as centering the view on Link would have the view trying to draw outside the room or visible area incorrectly.

The movement seemed slow, but then again that might be due to screen resolution;

Definitely part of it. I was under the impression that the GBA screen resolution was 320x240, but as it turns out it's actually 240x160. If I change it to this and add a fullscreen option, it might alleviate some of this.

The view in Minish Cap does center on Link but if you get to the corner of a room it stops that behavior - as centering the view on Link would have the view trying to draw outside the room or visible area incorrectly.

It's the idea that the edges of drawn map area block the camera from continuing. Basically, have the "camera" object be the size of the visible screen, and when it collides with "empty space" (a.k.a. the empty parts outside of the map) then prevent camera movement in that direction. You could even modify this to prevent Link from looking past a bombable or blocked area until he unlocks it, which can trigger the that camera-blocking entity's 'destroy' event. This could even be used for parallax scrolling in the foreground, if you guys want that in your project.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.

Some of the comments are a little harshly worded, but don't let that bother you. The guy is always like that.

Yeah, he played my demo too, but the whole dungeon part was grayed out, so it was hard for me to determine, what to fix and what to correct. The only thing I was told about was the dungeon was a bit dark, so I changed that.

What I noticed is, well it's obvious, there is more Mario games than there other games, even Zelda combined lol. It use to be even out before, but I guess Mario is just bigger and easier to make a game out of.But with criticism and feedback, there is always a window open to go back, remove or modify some items.

Logged

The IT GuyIntermediate CoderLinux is a wonderful thing~Linkwolf48/Gumstone1080~

What I noticed is, well it's obvious, there is more Mario games than there other games, even Zelda combined lol. It use to be even out before, but I guess Mario is just bigger and easier to make a game out of.

I was talking to my friend last night, and he was mentioning about how in 1980, he thought the internet would become this amazing place where people from across the world would share ideas. I was telling him about how this project [KOT] has worked, lurching along for years and drawn by different people from across the globe, and he thought it was beautiful. And he was right, it's awesome.